Kurama - Japanese Heavy Supercruiser
A heavy cruiser design representing a hypothetical continuation of the Imperial Japanese Navy’s “Type A” cruiser line, armed with 203mm guns. This class could have mounted newly developed long-barrelled 203mm guns that were undergoing testing by the Imperial Japanese Navy and were later captured by the United States at the end of the Second World War.
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Work In Progress
Key Features
- Elite Ballistics: Features high shell velocity and exceptional accuracy, making it easier to lead targets and land punishing hits compared to its predecessors.
- Alternative Firing Mode: Access to Burst Fire and Modified Shells, allowing for massive burst windows at the cost of range.
- Superior Torpedo Suite: Equipped with 10 tubes per side featuring fast, long-range torpedoes perfect for area denial or finishing blows.
- Stealth & Speed: Great concealment and high top speeds allow for aggressive positioning and quick disengagement.
- Utility Versatility: Can equip Submarine Surveillance and Hydroacoustic Search (or DFAA) to provide comprehensive vision for the team.
- Glass Cannon Build: High offensive potential is balanced by fairly thin armor, requiring careful positioning.
Battle Tips
- Master the Ambush: Use your high concealment and speed to find cover at close-to-mid range. Kurama thrives when catching enemies off-guard rather than in long-range kiting duels.
- Hunt the Small Fry: Utilize your high HE maximum damage and fire chance to chunk enemy Destroyers. A well-aimed volley can effectively remove a screen ship from the match early.
- The "Burst" Execution: When an enemy Cruiser or Battleship shows broadside, switch to AP and activate the Burst Fire mode. While your range will drop significantly, the localized damage is often enough to secure a "Devastating Strike."
- Mind the Armor: Avoid staying stationary or bow-tanking. Your thin plating means you should always have an "exit strategy" or a nearby island to break line-of-sight.
- Layer Your Defense: Always keep your Submarine Surveillance active when pushing contested caps to ensure you aren't caught off guard by sub-surface threats while executing maneuvers.
Ship Info
Ship Name:
Kurama
KuramaLevel: 11
WG introduction: April 2nd, 2026
Status during tests:
Kurama
KuramaBase value:
45 500 000 Credits
Estimated release: 15.5
Game Nation:
Japan
Armor
Hit points: 52,100
Fore/Aft end Plating: 25 mm
Fires duration: 30 s
Torpedo Protection, Damage Reduction: 29%
Main Battery Armament
4 x 3 203 mm:
Max Battery Range: 16.8 km
Reload: 13.5 s
180° Turn Time: 30.0 s
Dispersion: 141 m
Sigma: 2.05σ
Shell Types
HE Shells
12x 230 mm HE:
Alpha Damage: 3,450
Alpha Piercing HE: 34.0 mm
Ammo Type: High Explosive
Shell Speed: 970.0 m/s
Burn Probability: 23%
AP Shells
12x 230 mm AP:
Alpha Damage: 5,750
Ammo Type: Armor Piercing
Shell Speed: 970.0 m/s
Alternative Firing Mode
Main Battery AP Shells Damage: +20 % (AP 6,900)
Main Battery Firing Range: -34.5 % (11.0 km)
Reload Time: 50 s
Interval Between Individual Shots: 2.0 s
Number of Bursts in a Series: 2
Secondaries
8 x 2 100 mm HE:
Range: 7.3 km
Reload: 3.0 s
Damage: 1,700 hp
Burn Probability: 6%
HE Armour Penetration Capacity: 30 mm
Shell Velocity: 1000 m/s
Torpedoes
4 x 5 610 mm:
Maximum Damage: 23,767
Maximum Range: 12.0 km
Speed: 67 kt
Detectability Range: 1.7 km
Torpedo Tube Reload Time: 147 s
180 Degree Turn Time: 7.2 s
Flood Probability: 406%
Airstrike
Airstrike range: 8.0 km
Reload time: 30 s
Available flights: 2
Number of aircraft in attacking flight: 1
Aircraft HP: 2000
Bombs in payload: 2x
Maximum bomb damage: 4,900
Armor penetration capacity: soon mm
Chances of causing a fire on target: 28.0%
Depth Charges
Not available
Anti Aircraft Armament
Continuous damage: 455
Long Range
8 x 2 100 mm:
Firing range: 5.8 km
Hit probability: 90 %
Damage Within an Explosion: 1,540
Damage by long-range AA guns: 189
Number of Explosions Per Salvo: 8
Priority sector reinforcement: 50%
Mid Range
29 x 2 40 mm:
Firing range: 3.5 km
Hit probability: 90 %
Damage by medium-range AA guns: 525
Short Range
Not Available
Mobility
Maximum speed: 35.0 kt
Turning circle radius: 930 m
Rudder shift time: 11.6 s
Propulsion: soon hp
Detection
Detectability range by sea: 12.2 km
Detectability after firing a main gun shell: 16.8 km
Detectability after firing main guns in smoke: 7.2 km
Detectability when ship is on fire: 14.2 km
Detectability range by depths: 0.0-8.0 km
Detectability range by air: 8.0 km
Detectability when ship is on fire: 10.0 km
Combat Instructions
Not available
Available Consumables
Slot 1: Damage Control Party
Charges: Unlimited
Work time: 5 s
Reload time: 60 s
Slot 2: Hydroacoustic Search
Charges: 3
Action time: 100 s
Reload time: 120 s
Detection of torpedoes: 3.5 km
Detection of ships: 5.0 km
Slot 2: Defensive AA Fire
Charges: 3
Action time: 40 s
Reload time: 80 s
Fighters: 3
Slot 3: Fighter
Charges: 3
Action radius: 3 km
Duration time: 60 s
Reload time: 90 s
Fighters: 4
Slot 4: Repair Party
Charges: 3
HP per second: +260
Duration time: 28 s
Reload time: 80 s
Slot 5: Submarine Surveillance
Charges: 3
Submarine spotting range at maximum depth: 7.0 km
Duration time: 20.0 s
Reload time: 120.0 s


